Cult of Ulric

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    Cult of UlricSpecial Rules

    Ulrics Champions:Any unit ofWarriors of Ulric, Spearmen, orHalberdiers in a Cult of Ulric army may

    upgrade one model to a Priest of Ulric,representing Priests from throughoutMiddenheim and across the northgathering to join Ar-Ulrics campaign.This costs +75 points, and does notcount against the armys characters limit.The Priest does not come with the sameequipment as his unit, but equipmentmay be bought for him as normal. ThePriest may not leave his unit if bought inthis way but counts as a character in allother respects, eg, he may issue andaccept challenges, move through theunit into a fighting rank, etc. A Priestattached to a unit will be lower in thecult hierarchy than one taken as a Hero

    choice and so may not have any magicitems, although he may still chooseitems from the Talismans of Ulric list.Note that you may include a Priest and aChampion in the same unit.

    they all count as being armed in thesame way. You should make sure thatthe majority of models in the unit carrythe correct equipment, and make clear

    to your opponent how the unit isequipped before the game. (Note:Mordheim figures, particularlyMiddenheimers, are ideal forrepresenting Warriors of Ulric)

    Relentless Chase: Hunting Hounds areused to track and hunt down Beastmenand Orcs deep within the DrakwaldForest. They suffer no movementpenalties for moving through woods.They suffer penalties for other terrain asnormal. Hounds cannot be joined bycharacters other than their Hunt Masterand do not cause Panic tests in friendlyunits except other Hounds, although

    they benefit from the generalsLeadership and the Battle Standard asnormal.

    Hunt Master: The Hunting Hounds areoften led by Hunt Masters, warriorsmounted on warhorses who guide themtowards the foe. The Hunt Master isbought as an upgrade in the same wayas a unit Champion and is treated as aChampion in all respects, ie, he cannotbe singled out as a target for missile

    weapons, may issue and acceptchallenges, etc. Note that as long as anyHounds remain alive the Hunt Master

    will be restricted to their Movement of7, even though his horse wouldnormally be able to move faster. He stillbenefits from the Hounds RelentlessChase rule.

    38 CULT OF ULRIC

    Strength in Faith, Faith in Strength:Such a gathering of devout followers ofUlric is inspiring for his Priests, and theirfervour gets ever stronger as they incite

    their followers to crush their enemies.Whenever a Priest of Ulric uses a Prayer,the Power level of the Prayer is increasedby D3. Therefore the total Power level

    when using a Prayer will be 3+D3. Forthe purposes of dispelling Remains inPlay Prayers in later turns, only the basicPower level of 3 is used. Note that thisrule only applies in Cult of Ulric armies.

    Cult:Although many soldiers ofMiddenheim are followers of the WinterGod and take part in campaigns calledfor by Ar-Ulric, Cult of Ulric armies areunited by religion rather than training.

    As such they lack the cohesion of other

    Empire forces, whose regiments traintogether to act as a unit on thebattlefield. For this reason, the EmpireDetachments rule does not apply to Cultof Ulric armies.

    Blessing of Ulric: The presence of thePriest of Ulric adds one dice to theDispel pool of the army. Ar-UlricsBlessing adds two Dispel dice ratherthan one.

    Individuals: The Warriors of Ulric areno formal regiment, but are followers ofthe Wolf God from many fighting andadventuring professions united in their

    service of Ar-Ulric. As such they carry adiverse selection of weaponry andequipment. However, for game purposes

    PRAYERS OF ULRICIn each Magic phase the Priest of Ulriccan use one of the following Prayers,counting it as a Bound spell with Powerlevel 3. Ar-Ulrics fervour and willpoweris such that he may use two Prayers ineach Magic phase, although he may only

    use each Prayer once successfully:Battle Howl: Remains in play untildispelled or the Priest attempts to useanother Prayer. As long as theBattle Howl is in effect, the Priest andany unit he leads add D3" to their chargemoves. If the charge is failed, the extramovement is wasted; make a normalmove towards the target as normal.

    Destruction: Every enemy model inbase contact with the Priest suffers asingle Strength 4 hit.

    Winters Chill:All enemy unitsengaged in close combat with thePriest or the unit he is with must takea Leadership test. If failed, they suffer a

    -1 to hit penalty in the next CloseCombat phase. Note that this is not apsychology test.

    Fury of Ulric: Remains in play until itis dispelled or the Priest attempts touse another Prayer. The Priest and anyunit he leads become Immune to fear,terror and panic.

    CRUSH THE WEAKUlric detests weakness andcowardice. The Priest of Ulric, theGrand Master and Seneschaland andany unit they leads will hate models

    with a Leadership characteristic of 6or lower, even if normally Immune toPsychology. This has no effect onother characters in the unit or on themodels mount. In addition, thefollowing rules apply:

    The Grand Master: The GrandMaster may only join units of Knightsof the White Wolf. He is a veteran ofhundreds of battles and strong in hisfaith, and so is Immune toPsychology. In addition, as long asthe Grand Master is with a unit ofKnights of the White Wolf, they areinspired by his presence and areImmune to Psychology as well.

    Commanding Presence: TheSeneschal is a veteran warrior, and is

    Immune to Panic. In addition hispresence and leadership so reassureshis troops that any unit he leadsbecomes Immune to Panic too. Notethat the Seneschal is free to join anyunit in the same way as othercharacters; his is a more public rolethan that of the Grand Master.

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    40 CULT OF ULRIC

    WHITE WOLF HAMMERThis is the same weapon referred to in

    the Empire Army book as a cavalryhammer, the traditional armament of theKnights of the White Wolf. However, inthis list some of the Knights of the White

    Wolf are on foot, so continuing to call ita cavalry hammer could get confusing!

    When a mounted model is using itsWhite Wolf hammer, the cavalry hammerrules apply, namely +2 Strength in theturn the model charges and +1 Strengththe rest of the time. On foot the hammeris wielded differently, and so counts as ahalberd instead. In either case the

    weapon requires two hands to use.

    COMMON MAGIC ITEMSSword of Striking 30 points

    Weapon; +1 to hit.

    Sword of Battle 25 pointsWeapon; +1 Attack.

    Sword of Might 20 pointsWeapon; +1 Strength.

    Biting Blade 10 pointsWeapon; -1 Armour save.

    Enchanted Shield 10 pointsArmour; 5+ Armour save.

    Talisman of Protection 15 pointsTalisman; 6+ Ward save.

    Dispel Scroll 25 pointsArcane; (One Use Only) Automaticallydispel an enemy spell.

    Power Stone 25 pointsArcane; (One Use Only)+2 dice to casta spell.

    War Banner 25 pointsBanner; +1 combat resolution.

    DISALLOWED

    MAGIC ITEMS

    The following items may not be taken ina Cult of Ulric army, either because theyare consecrated in the name of Sigmarrather than Ulric or because they arekept in the Imperial Vaults in Altdorf:

    Mace of Helstrum

    Sword of Righteous Steel

    Armour of Meteoric Iron

    The Gilded Armour

    Shroud of Magnus

    The Jade Amulet

    Sigil of Sigmar

    Icon of Magnus

    Imperial BannerBanner of Sigismund

    Griffon Banner

    Steel Standard

    NEW MAGIC ITEMSThe following are new items availableonly to Cult of Ulric armies:

    MAGIC WEAPONSBlitzbeil 60 pointsAr-Ulric only.Named for the axe of Ulric himself,

    Blitzbeil is traditionally carried by Ar-

    Ulric to battle against Middenheims

    greatest foes. It strikes with the power of

    thunder and its mere presence chills

    enemies to the bone, numbing their

    limbs and slowing their movements.

    Wielder strikes at +1 Strength andignores Armour saves. In addition, allenemy models in base to base contact

    with the wielder strike last, even if theycharged.

    Winters Bite 30 pointsIn the year of its forging, this axe was

    embedded in the Ulricsberg for an

    entire winter, absorbing the very

    essence of Ulrics power.On a to hit roll of 6 Winters Bite

    automatically wounds with noArmour save possible.

    Storm Hammer 30 pointsGrand Master or Seneschal only.The Storm Hammer is made of dense

    meteoric iron, enchanted to allow it tobe wielded as easily as a normal

    weapon. Its massive impact can send

    foes reeling or smash them to the

    ground.

    As White Wolf hammer. Modelswounded in the turn the wieldercharges may not attack that turn.

    MAGIC ARMOURWolf Helm of theTeutogens 35 pointsThis iron helm, formed into the

    fearsome visage of a wolf, dates from

    before the coming of Sigmar but shines

    as brightly as the day it was created. It

    is said that Ulric will reward a

    courageous wearer with great strength.

    Grants a 6+ Armour save that can becombined with other armour as normal.In addition, the wearer can take aLeadership test at the start of everyClose Combat phase. If passed, they gain+1 Strength for the duration of thatphase.

    Armour of Skoll 40 pointsThis heavy suit of armour is decorated

    with a golden axe and wolf-head

    designs. It has the power to dull the

    natural light and warmth from the airaround it, and the very energy of blows

    aimed at the wearer is sapped.

    As heavy armour. Attacks against thewearer in hand-to-hand combat suffer a -1 Strength penalty. This can affect theattacks save modifier. Wearer is immuneto Light magic.

    TALISMANSHeart of Middenheim 40 points

    A perfectly round stone set into a

    golden amulet, the Heart of

    Middenheim is crafted from a fragment

    of the keystone of the gateway to the

    Temple of Ulric. It has been carried bysome of the finest warriors ever to have

    lived in the City of the White Wolf.

    5+ Ward save. Wearer gains +1 to theirWeapon Skill.

    Cloak of Anraheir 25 pointsAnraheir was an Amber wizard who

    created this cloak to protect himself

    from the beastmen of the Drakwald.

    The cloak is made from the hide of a

    minotaur, which the mage slew with a

    magical spear he formed from the

    winds of magic.

    Magic Resistance (1), wearer counts

    as causing fear to all Beastmenand Minotaur models.

    The Ulric Armoury

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    ENCHANTED ITEMS

    Bane of the Craven 30 pointsThe power of this amulet fills all who

    feel it with fighting spirit, all thoughts

    of retreat banished from their minds.

    Neither the unit that carries the Bane ofthe Craven nor any unit they charge may

    ever voluntarily flee as a charge reaction.They may use any other charge reactionthey would normally be allowed.

    Pelt of Horros 20 pointsLong ago the villages around

    Middenheim were terrorised by a

    massive wolf, which became known as

    Horros after a savage folkloric beast.

    When it was finally slain by an

    unknown knight, the wolfs spirit was

    imprisoned within its pelt, bestowing

    the wearer with primal strength.

    The wearer may re-roll one failed towound roll in each Close Combat phase.

    Claw Totem 15 pointsThe bone of a wolf carved into the shape

    of a fang, the magic symbols inscribed

    in this totem instil a preternatural

    speed and eagerness in its bearer.

    The character and any unit he is with canroll one extra dice when pursuing fleeingenemies, and discard the lowest roll.

    MAGIC STANDARDSBanner of the Warrior True 35 pointsThis finely woven standard was blessed

    by Ar-Ulric Sehrhart, who single-handedly

    slew thirty Orcs at the Battle of Kleindorf.

    When the unit carrying this banner takes aBreak test, they count as having lost thecombat by D3 fewer points than theyreally did. If this reduces the margin ofthe loss to 0 or lower, they still count ashaving lost the combat but test on theirunmodified Leadership. This has no effecton other friendly units in a multiplecombat, which must test as normal.

    Banner of Middenheim 40 pointsThe origins of this banner are

    unknown, but centuries ago it was

    adopted as the battle standard of the

    City of the White Wolf. Its power fills the

    troops under it with great courage,

    inspiring them to defy the most

    terrifying of foes.

    Unit carrying the banner is immune tofear and terror.

    Standard of the White Wolf 40 pointsThe Standard of the White Wolf is made

    from the pelt of a massive wolf from the

    Drakwald forest. It has the power to

    protect its followers from the arrows

    and bullets of the enemy.

    All missile fire against the unit(including magic missiles) suffers a -1penalty to its Strength. Other types ofattack, including spells that are not

    magic missiles, are unaffected.

    Talismans of UlricThe following items can only be chosenby Priests of Ulric and Ar-Ulric. Their

    value counts towards the bearersmaximum points allowance for magicitems. However, they are not magicalper se, and items or spells that have aspecial effect against magic items willnot affect them. Unlike magic items youmay include more than one of eachitem, even multiple items of the sametype on a single Priest.

    Wolfshead Emblem 10 points.One use onlyThe wolf s head is the most archetypal

    symbol of Ulric. Before a campaign the

    Priests of Ulric will bless many

    Wolfshead Emblems, such as

    medallions and brooches, with the

    power to ward away sorcery.

    Before making a Dispel attempt, theplayer can declare he is using a

    Wolfshead Emblem. This allows him toroll one extra dice for the Dispelattempt. You do not necessarily have touse any of the armys normal Dispeldice you may choose to use only the

    Wolfshead Emblems dice, and morethan one Emblem may be used againsta spell if you wish.

    Amber Fang 35 pointsOnly the most favoured priests are

    gifted by Ar-Ulric with the incisor of a

    white wolf set into an amber

    medallion as a medal of their faith

    and service.

    A Priest carrying an Amber Fang can usean additional Prayer in each Magic phase.He may only successfully use each Prayeronce. A Priest may only use oneadditional Prayer; there is no furtherbonus for additional Amber Fangs.

    Ice Dagger 30 pointsThe Ice Dagger is not a weapon, but

    an icon of Ulric as the savagery of the

    piercing winter chill. It is usually

    worn on a chain around the neck.

    The Ice Dagger is a powerful icon ofUlrics wrath, and the Priest drawsstrength from the faith and courage ofthose around him. The Priest bearingthe Ice Dagger may add the currentrank bonus of the unit he accompaniesto the Power level of his Prayers. Therank bonus may only be added once;

    there is no further bonus for additionalIce Daggers.

    Fang of the Winter Wolfs 25 pointsOne Use Only

    A Fang of the Winter Wolf is a tooth

    taken from one of the largest wolves of

    the Drakwald Forest and blessed by

    Ar-Ulric himself. They are said to be

    potent talismans, and possession of

    one instills a priest with supreme

    confidence.

    Before using a Prayer, a Priest of Ulricmay declare he is using his Fang of the

    Winter Wolf. The Prayer counts asbeing cast with Irresistible Force, in the

    same way as a magic spell cast withtwo dice rolls of 6.

    Shard of Skoll 15 pointsSkoll is a legendary wolf from

    Teutogen folklore, the companion of

    Ulric himself who chases away the sun

    to allow the onset of winter. The

    Shards of Skoll, relics kept in bronze

    or iron amulets, are said to be

    fragments of the great wolfs claws

    and fangs.

    The Shard adds +1 to the score ofevery dice rolled when making a Dispelattempt, up to a maximum of 6. Notethat this makes automatic failure

    impossible, and automatic success farmore likely. Only one Shard can beused against a single spell. If the Dispelattempt was successful the Shard isdestroyed, shattered by the magic itabsorbs, but otherwise it can beretained and used again.

    Warrior Priests of Ulric

    41

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    42 CULT OF ULRIC

    LORDS0-1 GRAND MASTER OF THEKNIGHTS OF THE WHITE WOLF ................................ 166 pts/model

    M WS BS S T W I A Ld

    Grand Master 4 6 3 4 4 3 6 4 9

    Warhorse 8 3 0 3 3 1 3 1 5

    Weapons & Armour: Full plate armour, White Wolf hammer.Mount: Barded warhorse.

    Options: May be given magic items from the Common or Empire magic item lists with a

    maximum total value of 100 points.Special Rules: The Grand Master, Crush the Weak

    0-1 HIGH PRIEST OF ULRIC....................................... 145 pts/model

    M WS BS S T W I A Ld

    Ar-Ulric 4 5 3 4 4 3 5 3 9

    Warhorse 8 3 0 3 3 1 3 1 5

    Weapons: Hand weapon.

    Options:

    May have light armour (+3 pts) or heavy armour(+6 pts), and may also carry a shield (+3 pts).

    May have additional hand weapon (+6 pts) or great weapon (+6 pts). May ride a warhorse (+15 pts), which may have barding (+6 pts). May be given magic items from the Common or Empire magic item lists and/or

    Talismans of Ulric with a maximum total value of 100 points.Special rules: Blessing of Ulric, Crush the Weak, Prayers of Ulric. Note that the HighPriests Blessing adds two Dispel dice rather than one, and he can use two differentPrayers in the same turn.

    SELECTING THE ARMYSee page 238-9 of the Warhammerrulebook with the following additionsand amendments when choosing yourUlric army list:

    CHOOSING CHARACTERSCharacters are divided into two broadcategories: Lords (the most powerfulcharacters) and Heroes (the rest). Themaximum number of characters an armycan include is shown on the chart below.

    IMPORTANT: The number of charactersis the total number of characters allowedin the army including Lords. Forexample: a 2,500 points Ulric army mayhave up to four characters in total, of

    which one may be a Lord(ie, one Lord + three Heroes).

    An army does not have to include themaximum number of charactersallowed, and can always include fewerthan indicated down to a minimum ofone (the General). Similarly, an armydoes not have to include any Lords,it can include all of its characters asHeroes if preferred.

    CHOOSING TROOPSTroops are divided into Core, Specialand Rare units. The number of units ofeach type that are available to youdepends upon the points value of yourarmy. This is indicated on the chart

    below.

    For example, if you are choosing a 2,000points army you must take a minimumof three Core units and could choose totake up to four Special and/or up to twoRare units.

    In addition, if an individual entry has anumber limiting it, eg. 0-1, then you

    may only have that many in your army.

    Army Value Maximum MaximumCharacters Lords

    < 2,000 0-3 02,000-2,999 0-4 up to 13,000-3,999 0-6 up to 2+1,000 +2 max -

    Army Value Core Special Rare< 2,000 2+ 0-3 0-12,000-2,999 3+ 0-4 0-23,000-3,999 4+ 0-5 0-3+1,000 +1 +1 +1

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    43

    HEROESSENESCHAL OF THE WHITE WOLF .............................. 62 pts/model

    M WS BS S T W I A Ld

    Seneschal 4 5 3 4 4 2 5 3 8

    Warhorse 8 3 0 3 3 1 3 1 5

    Weapons & Armour:White Wolf hammer, full plate armour.

    Options: May ride a barded warhorse (+20 pts). May be given magic items from the Common or Empire magic item lists with a

    maximum total value of 50 points.Special rules: Commanding Presence, Crush the Weak

    PRIEST OF ULRIC ......................................................... 95 pts/modelM WS BS S T W I A Ld

    Priest of Ulric 4 4 3 4 4 2 4 2 8

    Warhorse 8 3 0 3 3 1 3 1 5

    Weapons: Hand weapon.

    Options:

    May have light armour (+2 pts) or heavy armour(+4 pts), and may also carry a shield (+2 pts).

    May have additional hand weapon (+4 pts) or great weapon (+4 pts). May ride a warhorse (+10 pts), which may have barding (+4 pts). May be given magic items from the Common or Empire magic item lists and/or

    Talismans of Ulric with a maximum total value of 50 points. One Priest of Ulric may carry the Battle Standard for +25 points. The Battle Standard

    Bearer may not be the armys general. The Priest of Ulric carrying the Battle Standardmay not choose any extra weapons or a shield. He may carry a magic banner (nopoints limit), but if he does so he may not take any other magic items or Talismans ofUlric.

    Special rules: Blessing of Ulric, Crush the Weak, Prayers of Ulric

    UNIT ENTRIESEach unit is represented by an entry inthe army list. The units name is givenand any limitations that apply areexplained.

    Profiles. The characteristic profiles forthe troops in each unit are given in the

    unit entry. Where several profiles arerequired, these are also given even if, asin many cases, they are optional.

    Unit Sizes. Each entry specifies theminimum size for each unit. In somecases, units also have a maximum size.

    Equipment. Each entry lists thestandard weapons and armour for thatunit. The value of these items isincluded in the points cost.

    Options.Additional or optionalweapons and armour are listed heretogether with their extra cost.

    Special Rules. Many troops have specialrules which are described in this section.

    White Wolves accompanied by their Grand Master encounter a

    roving Beastmen warband.

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    CORE UNITSWARRIORS OF ULRIC...................................................... 3 pts/model

    M WS BS S T W I A Ld

    Warrior 4 4 3 3 3 1 3 1 7

    Champion 4 4 3 4 3 1 3 2 7

    Unit Size: 10+

    Weapons & Armour: Hand weapon.Options:

    Any unit may be equipped with light armour (+1 pt/model) and may also carryshields (+1 pt/model).

    Any unit may be equipped with additional hand weapons (+2 pts/model) or greatweapons (+2 pts/model).

    Upgrade one Warrior to a Musician for +5 points. Upgrade one Warrior to a Standard Bearer for +10 points. Promote one Warrior to a Champion for +13 points.

    Special Rules: Individuals

    HUNTING HOUNDS........................................................ 7 pts/modelM WS BS S T W I A Ld

    Hunting Hound 7 3 3 3 3 1 3 1 5

    Hunt Master 4 4 3 3 3 1 3 1 7Warhorse 8 3 0 3 3 1 3 1 5

    Unit Size: 5-20

    Weapons & Armour: None.

    Options:

    Upgrade one Hound to a Hunt Master for +15 points. The Hunt Master rides awarhorse and wears light armour. He is armed with a spear.

    Special Rules: Fast Cavalry, Relentless Chase. Hunting Hounds do not count towards theminimum number of Core units in your army; in other words you must always includesome units of Knights of the White Wolf, Teutogen Guard or Warriors of Ulric.

    0-1 TEUTOGEN GUARD................................................. 11 pts/model

    M WS BS S T W I A Ld

    Teutogen Guard 4 4 3 3 3 1 3 1 8

    First Knight 4 4 3 3 3 1 3 2 8

    Unit Size: 10+

    Weapons & Armour:White Wolf hammer, full plate armour.

    Options:

    Upgrade one Teutogen Guard to a Musician for +6 points. Upgrade one Teutogen Guard into a Standard Bearer for +12 points. A Standard

    Bearer may carry a Magic Standard worth up to 50 points. Promote one Teutogen Guard to a First Knight for +12 points. Knights of the Inner Circle: The Teutogen Guard may be upgraded to Knights of the

    Inner Circle for +2 pts/model. The Teutogen Guard and First Knight in this unit areStrength 4. Note that you may upgrade both the Teutogen Guard and one unit ofKnights of the White Wolf to Inner Circle status in the same army.

    Special Rules: Stubborn

    KNIGHTS OF THE WHITE WOLF .................................. 23 pts/modelM WS BS S T W I A Ld

    Knight 4 4 3 3 3 1 3 1 8

    First Knight 4 4 3 3 3 1 3 2 8

    Warhorse 8 3 0 3 3 1 3 1 5

    Unit Size: 5+

    Weapons & Armour:White Wolf hammer, full plate armour.

    Mounts: Barded warhorse.

    Options: Upgrade one Knight to a Musician for +8 points. Upgrade one Knight into a Standard Bearer for +16 points. A Standard Bearer may

    carry a Magic Standard worth up to 50 points. Promote one Knight to a First Knight for +16 points. Knights of the Inner Circle: One unit may be upgraded to Knights of the Inner Circle,

    at the cost of +3 pts/model. The Knights and the First Knight in this unit areStrength 4.

    WARRIORS OF ULRICUlric is the god of warriors across theOld World, and initiates of his cult areexpected to make their way in the worldby directness, bravery and force of arms.

    A good number find their calling informal armies and mercenary regiments,

    yet in the Empire there are many

    wandering fighters seeking adventure,fortune, or simply to honour theirpatron. When Ar-Ulric announces a holycampaign many of these warriors heedthe call, and those that are able maketheir way to Middenheim to take up thecause. They band together in groups oflike-minded souls, frequently using atest of arms or other contest to establisha leader amongst them and a bearer foran agreed icon or standard.

    HUNTING HOUNDSThe Drakwald Forest is vast andtreacherous, and many monstrosities

    such as Beastmen, Orcs and Minotaursmake their lairs deep within it. Thesecreatures are dangerous and savage, andmust be purged from time to time lesttheir numbers grow out of control.Finding these lairs is difficult, and so theMiddenlanders use packs of hounds tosniff them out and hunt them down.

    THE TEUTOGEN GUARDThe Teutogen Guard are the personalbodyguard of Ar-Ulric in his role as anElector of the Empire, accompanyinghim both at state occasions and on thebattlefield. They are named after the

    great Teutogen tribe that in the time ofSigmar helped the man-god drive theOrc and Goblin invaders from the landsof men. However, unlike theGreatswords who are drawn from thestate army, the Teutogen Guard areinstead selected from the ranks of theTemplars of Ulric the Knights of the

    White Wolf.

    Each year the Teutogen Guard isrenewed, with its members selected bythe Grand Master and Ar-Ulric himself.They are often members of the OrdersInner Circle, although the selectionprocess takes account only of merit not

    rank and ordinary brethren are just aslikely to be chosen. Being selected for atour of duty in the Teutogen Guard isone of the highest accolades a Knight ofthe White Wolf can receive, and the

    warriors already fearsome resolve isstrengthened still further by the weightof the honour and duty he bears.

    44 CULT OF ULRIC

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